I've made some further tweaks and improvements to both the Dyson Joint Command space and ground set. Here are the patch notes for the upcoming changes:
Dyson Joint Command Reputation Equipment
-The tooltip on the Dyson Hyper Regenerative Shield Array Mk XII now displays the effectiveness of its shield heal proc. Additionally, this shield's proc will now heal all of the target's shield facings for the full amount (3600) instantly instead of 3600 over 2 seconds in 3 ticks.
-The tooltip on the Dyson Hyper Regenerative Personal Shield Mk XII now displays the effectiveness of its shield heal proc.
-Changed the Dyson Hyper Injection Warp Core Mk XII to Dyson Field Stabilizing Warp Core Mk XII. It now increases maximum shield power instead of engine power, converts weapon power to shield power and offers a shield battery boost instead of an engine battery boost. Also added a slipstream speed bonus mod.
-Changed the Dyson Hyper Injection Singularity Warp Core Mk XII to a Dyson Field Stabilizing Singularity Warp Core Mk XII. It now increases shield power based on singularity level instead of engine power level and offers a shield battery boost instead of an engine battery boost. Also added a slipstream speed bonus mod.
-Removed the Sensors and Graviton Generator mods from the Dyson Deflector Array Mk XII and improved Shield Emitter and Particle Generator bonuses.
-The Dyson Joint Command Technologies 3 piece set bonus power "Proton Barrage" will only be useable if there's a target within the power's arc.
-Removed the Sensors and Graviton Generator mods from the Dyson Deflector Array Mk XII and improved Shield Emitter and Particle Generator bonuses.
Regards,
Phil "Gorngonzolla" Zeleski
Response
=Deflector=
As a pure CC/Debuff Science Captain, I was interested in using the Dyson set, with it's hybrid boosts to CC and Health. With this change, I fell as you have said "Sorry CC gyus, you're S.O.L., better luck nest time!".
So, with this, I will stick to my OMEGA set, and hope for a pure CC/Debuff set in the next season, 6 months down the road.
=Shield=
Nice change, but I'd prefer it to be more of a half and half, half insta-heal, and half HoT.
=Cores=
My EXTREME hate for how badly implemented Singularity Cores aside, these seem to be better changes.
I've made some further tweaks and improvements to both the Dyson Joint Command space and ground set. Here are the patch notes for the upcoming changes:
Dyson Joint Command Reputation Equipment
-The tooltip on the Dyson Hyper Regenerative Shield Array Mk XII now displays the effectiveness of its shield heal proc. Additionally, this shield's proc will now heal all of the target's shield facings for the full amount (3600) instantly instead of 3600 over 2 seconds in 3 ticks.
-The tooltip on the Dyson Hyper Regenerative Personal Shield Mk XII now displays the effectiveness of its shield heal proc.
That may be nice but I believe the biggest problem with this proc is the limit of how (not) often it may happen. I think it'd deserve to get that time limit decreased.
-Changed the Dyson Hyper Injection Warp Core Mk XII to Dyson Field Stabilizing Warp Core Mk XII. It now increases maximum shield power instead of engine power, converts weapon power to shield power and offers a shield battery boost instead of an engine battery boost. Also added a slipstream speed bonus mod.
-Changed the Dyson Hyper Injection Singularity Warp Core Mk XII to a Dyson Field Stabilizing Singularity Warp Core Mk XII. It now increases shield power based on singularity level instead of engine power level and offers a shield battery boost instead of an engine battery boost. Also added a slipstream speed bonus mod.
This makes me a very sad camper, the warp cores were the only pieces I was actually considering getting. As I typically run the lowest possible setting on engines to boost weps and shields, I am getting far more bonus power of the core if it's a 'hyper' one. And I'd think many people try to have their shield power as high as possible already, so for them as well, the 'efficiency bonus' of a warp core will be minimal. By 'added a slipstream speed bonus mod', do you mean you replaced the trans mod or added a second one?
-Removed the Sensors and Graviton Generator mods from the Dyson Deflector Array Mk XII and improved Shield Emitter and Particle Generator bonuses.
Regards,
Phil "Gorngonzolla" Zeleski
Those are generally more useful mods, so nice. It did indeed seem the Dyson deflector was a jack of all trades and master of none, this may change it somewhat.
TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class. Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider. Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
Posted this in the Tribble notes thread, but thought I'd post it here too, so hopefully the right person/people will see it:
Hats off to whoever designed the Dyson space shield skin. It's absolutely beautiful. Same goes for the deflector art.
No impulse engine trail change, though? I mean, I'm totally happy with how the set looks so far, but considering how good everything looks, can you blame me for wanting more?
Also, I'm liking these changes to the core and deflector stats. Can't wait for this set to go live!
I've made some further tweaks and improvements to both the Dyson Joint Command space and ground set. Here are the patch notes for the upcoming changes:
Dyson Joint Command Reputation Equipment
-The tooltip on the Dyson Hyper Regenerative Shield Array Mk XII now displays the effectiveness of its shield heal proc. Additionally, this shield's proc will now heal all of the target's shield facings for the full amount (3600) instantly instead of 3600 over 2 seconds in 3 ticks.
-The tooltip on the Dyson Hyper Regenerative Personal Shield Mk XII now displays the effectiveness of its shield heal proc.
-Changed the Dyson Hyper Injection Warp Core Mk XII to Dyson Field Stabilizing Warp Core Mk XII. It now increases maximum shield power instead of engine power, converts weapon power to shield power and offers a shield battery boost instead of an engine battery boost. Also added a slipstream speed bonus mod.
-Changed the Dyson Hyper Injection Singularity Warp Core Mk XII to a Dyson Field Stabilizing Singularity Warp Core Mk XII. It now increases shield power based on singularity level instead of engine power level and offers a shield battery boost instead of an engine battery boost. Also added a slipstream speed bonus mod.
-Removed the Sensors and Graviton Generator mods from the Dyson Deflector Array Mk XII and improved Shield Emitter and Particle Generator bonuses.
-The Dyson Joint Command Technologies 3 piece set bonus power "Proton Barrage" will only be useable if there's a target within the power's arc.
-Removed the Sensors and Graviton Generator mods from the Dyson Deflector Array Mk XII and improved Shield Emitter and Particle Generator bonuses.
Regards,
Phil "Gorngonzolla" Zeleski
Thanks for the heads up, now these are nice changes indeed. Now the warp/sing core and the deflector will make a great synergy with the shield, enhancing it. And the partic gens will also help a bit the grav torpedo from the secondary set.
I also have to compliment the artists who design the shield and deflector visuals, aswell the gfx of the shield power and the reactive shielding power. They look totally awesome
But the gfx efect on the reactive shielding stays also for the cd duration. Its that ment or its a bug? Just asking, i dont mind since it looks great, but some ppl might be distracted, and i think its a bug since shield regen power gfx doenst stay for the cd.
Reactive shielding on:
Reactive shielding cd with the efect still on:
Shield regen power:
Shield regen power on cd, gfx efect gone (as ment i guess):
As for the ground set improvements, i think you ment the visuals/gfx. The beam from the rifle seems more consistent, and the shield power doenst have the green canopy efect, now its an efect on your caracter much like the normal shield regen after a 3 sec non-combat. Its much better imo, provides less distraction. And thanks for adjusting a bit the rifle when holstered, it looks better now with less cliping, after the costume unlock and recolouring the armor in white it blends well.
I have to say, after testing the changes out, the Dyson Sphere shield set is a very beastly tanking set. The only thing that managed to succeed in popping my Neghvar was a double crit from.. something.. a city ship hit me with. It wasn't pretty(tended to hover between 40-60% hull in the messier moments), but the ship was able to tank direct fire from entire tower reinforcement waves for extended periods of time.
My only suggestion might be to revert the shield heal proc back to a regen. The instant big shield heals feel a little too powerful in my opinion(felt like I was auto-casting Emergency Power to Shields every couple seconds). The proc might need a cooldown adjustment as well - but please don't go overboard .
The instant big shield heals feel a little too powerful in my opinion(felt like I was auto-casting Emergency Power to Shields every couple seconds). The proc might need a cooldown adjustment as well - but please don't go overboard .
This proc is designed to have an internal cooldown of 2 minutes. Are you certain you were experiencing otherwise?
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
I've made some further tweaks and improvements to both the Dyson Joint Command space and ground set. Here are the patch notes for the upcoming changes:
Dyson Joint Command Reputation Equipment
-The tooltip on the Dyson Hyper Regenerative Shield Array Mk XII now displays the effectiveness of its shield heal proc. Additionally, this shield's proc will now heal all of the target's shield facings for the full amount (3600) instantly instead of 3600 over 2 seconds in 3 ticks.
-The tooltip on the Dyson Hyper Regenerative Personal Shield Mk XII now displays the effectiveness of its shield heal proc.
-Changed the Dyson Hyper Injection Warp Core Mk XII to Dyson Field Stabilizing Warp Core Mk XII. It now increases maximum shield power instead of engine power, converts weapon power to shield power and offers a shield battery boost instead of an engine battery boost. Also added a slipstream speed bonus mod.
-Changed the Dyson Hyper Injection Singularity Warp Core Mk XII to a Dyson Field Stabilizing Singularity Warp Core Mk XII. It now increases shield power based on singularity level instead of engine power level and offers a shield battery boost instead of an engine battery boost. Also added a slipstream speed bonus mod.
-Removed the Sensors and Graviton Generator mods from the Dyson Deflector Array Mk XII and improved Shield Emitter and Particle Generator bonuses.
-The Dyson Joint Command Technologies 3 piece set bonus power "Proton Barrage" will only be useable if there's a target within the power's arc.
-Removed the Sensors and Graviton Generator mods from the Dyson Deflector Array Mk XII and improved Shield Emitter and Particle Generator bonuses.
Regards,
Phil "Gorngonzolla" Zeleski
Fantastic news, especially in regards to the core. I was always under the impression that most players run shields as their (second) highest power level, so having the cap raised with a good core is awesome.
I think the cap increase is more important than taking advantage of a low power boost, and besides if we want more engine/aux power we can now lower ourr shield preset slightly, since itll have the boost from W>S.
Changes to the deflector and shield are nice too, though I'm still not sure if the shield will be worth replacing Elite Fleet.
On a side note, does this mean the return of 2 and 2 mixing? Eg Dyson Core and Shield with Omega engine and deflector?
Cant get on to test it myself at the moment.
Got a cat? Have 10 minutes to help someone make the best degree dissertation of all time?
Then please fill out my dissertation survey on feline attachment, it'd be a massive help (-:
Considering medical nanite cloud (omega t5) is not affected by tactical initiative im sorta wondering.. is defiance (dyson t5 ability) supposed to be affected by tactical initiative?
Defiance seems to have a 5 minute cooldown with a 20 s uptime, with tactical initiative the cooldown is cut down to 1 minute 20 seconds, which seems to be a surprising low cooldown for that ability.
This proc is designed to have an internal cooldown of 2 minutes. Are you certain you were experiencing otherwise?
It may have just been perception/placebo effect, I confess I was a bit distracted while trying to tank all that damage. I did notice it kicking in at a rate that 'felt too good to be true', but I will try to pay a bit closer attention to it over the weekend.
Edit: Okay, I think it was the shield's proc on top of the reactive shield proc from the 4-set bonus that was throwing me off. Cooldowns are working fine, and I have to say it's a very impressive set. When put on a Neghvar with an engineering captain, the results are quite fantastic.
Only times I died this last session was when two city ships spawned next to each other and I had the brilliant idea to peel and disract the two escort groups while the rest of the people there pounded on the city ships. Needless to say, I certainly found the limit of the set and ship build(and it made me realize just how much direct hull damage Voth are actually capable of).
I am doing my sons profile T'Pau and missed watching the first cut scene in the Dyson Joint Command Rep, and when it was to about T3 I realized that hadn't been done yet. So I let it play the first scene, BUT it would not advance so it could be caught up current. Now that toon is finished at T5 and it still will not let it advance so the T5 reward can be collected. Is there a fix for that?
Comments
It might not take effect until the next patch to tribble is best guess I could think of LOL.
Response
=Deflector=
As a pure CC/Debuff Science Captain, I was interested in using the Dyson set, with it's hybrid boosts to CC and Health. With this change, I fell as you have said "Sorry CC gyus, you're S.O.L., better luck nest time!".
So, with this, I will stick to my OMEGA set, and hope for a pure CC/Debuff set in the next season, 6 months down the road.
=Shield=
Nice change, but I'd prefer it to be more of a half and half, half insta-heal, and half HoT.
=Cores=
My EXTREME hate for how badly implemented Singularity Cores aside, these seem to be better changes.
This makes me a very sad camper, the warp cores were the only pieces I was actually considering getting. As I typically run the lowest possible setting on engines to boost weps and shields, I am getting far more bonus power of the core if it's a 'hyper' one. And I'd think many people try to have their shield power as high as possible already, so for them as well, the 'efficiency bonus' of a warp core will be minimal. By 'added a slipstream speed bonus mod', do you mean you replaced the trans mod or added a second one?
Those are generally more useful mods, so nice. It did indeed seem the Dyson deflector was a jack of all trades and master of none, this may change it somewhat.
Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
Don't make ARC mandatory! Keep it optional only!
Also, I'm liking these changes to the core and deflector stats. Can't wait for this set to go live!
Thanks for the heads up, now these are nice changes indeed. Now the warp/sing core and the deflector will make a great synergy with the shield, enhancing it. And the partic gens will also help a bit the grav torpedo from the secondary set.
I also have to compliment the artists who design the shield and deflector visuals, aswell the gfx of the shield power and the reactive shielding power. They look totally awesome
But the gfx efect on the reactive shielding stays also for the cd duration. Its that ment or its a bug? Just asking, i dont mind since it looks great, but some ppl might be distracted, and i think its a bug since shield regen power gfx doenst stay for the cd.
Reactive shielding on:
Reactive shielding cd with the efect still on:
Shield regen power:
Shield regen power on cd, gfx efect gone (as ment i guess):
As for the ground set improvements, i think you ment the visuals/gfx. The beam from the rifle seems more consistent, and the shield power doenst have the green canopy efect, now its an efect on your caracter much like the normal shield regen after a 3 sec non-combat. Its much better imo, provides less distraction. And thanks for adjusting a bit the rifle when holstered, it looks better now with less cliping, after the costume unlock and recolouring the armor in white it blends well.
My only suggestion might be to revert the shield heal proc back to a regen. The instant big shield heals feel a little too powerful in my opinion(felt like I was auto-casting Emergency Power to Shields every couple seconds). The proc might need a cooldown adjustment as well - but please don't go overboard .
This proc is designed to have an internal cooldown of 2 minutes. Are you certain you were experiencing otherwise?
Cryptic - Lead Systems Designer
"Play smart!"
Fantastic news, especially in regards to the core. I was always under the impression that most players run shields as their (second) highest power level, so having the cap raised with a good core is awesome.
I think the cap increase is more important than taking advantage of a low power boost, and besides if we want more engine/aux power we can now lower ourr shield preset slightly, since itll have the boost from W>S.
Changes to the deflector and shield are nice too, though I'm still not sure if the shield will be worth replacing Elite Fleet.
On a side note, does this mean the return of 2 and 2 mixing? Eg Dyson Core and Shield with Omega engine and deflector?
Cant get on to test it myself at the moment.
Then please fill out my dissertation survey on feline attachment, it'd be a massive help (-:
https://www.surveymonkey.co.uk/r/87XKSGH
Defiance seems to have a 5 minute cooldown with a 20 s uptime, with tactical initiative the cooldown is cut down to 1 minute 20 seconds, which seems to be a surprising low cooldown for that ability.
It may have just been perception/placebo effect, I confess I was a bit distracted while trying to tank all that damage. I did notice it kicking in at a rate that 'felt too good to be true', but I will try to pay a bit closer attention to it over the weekend.
Edit: Okay, I think it was the shield's proc on top of the reactive shield proc from the 4-set bonus that was throwing me off. Cooldowns are working fine, and I have to say it's a very impressive set. When put on a Neghvar with an engineering captain, the results are quite fantastic.
Only times I died this last session was when two city ships spawned next to each other and I had the brilliant idea to peel and disract the two escort groups while the rest of the people there pounded on the city ships. Needless to say, I certainly found the limit of the set and ship build(and it made me realize just how much direct hull damage Voth are actually capable of).
I'd give you 10 out of 10 here.
Nice job.